LWJGL Terrain Heightmap Test

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Uploaded by on May 6, 2011

Working realistic looking terrain! The program uses GL_TRIANGLE_STRIPs to create a flat mesh. Then it uses data from a heightmap, in this case an image file, to determine the height of each vertex. This test shows a mountain range that I drew in paint.NET. Next step: textures and collision!

Heightmap: http://imageshack.us/photo/my-images/848/testoy.png/

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  • @SuperCommentkid he only used it for minecraft not any others

  • I'm interested in how you rendered this. Did you use immediate mode, vertex arrays, vbos, display lists (that would be the most logical choice), or some custom shader routine all together?

  • @5C0JT Yes 3ds max has heightmapping capabilities, search for "displacement map". This is how you can get very detailled characters using only a few polygons.

  • @brunnemerc But can you make a game with 3ds max? No. LWJGL is a libray that allows you to create games. It has nothing to do with 3ds max.

  • Notch's game is also incredibly inefficient ;) How did you get the wireframe, though? I'm new to this sorta stuff and just trying to create a simple tile-based terrain. :l

  • But in 3ds max can you change the whole with a single 2d image?

  • @brunnermerc but 3ds max cost money, LWJGL is free, AND FRIGGIN NOTCH USES IT...

  • you can do this in 3ds max too

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